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authorsfan5 <sfan5@live.de>2021-03-07 13:24:11 +0100
committersfan5 <sfan5@live.de>2021-03-07 13:25:24 +0100
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treec8704dde328469f1bf02052a60bbcc5c2010bd2e /irr-readme.txt
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downloadirrlicht-03ad637114ffb255f5b9d36c204072e8d263022f.tar.xz
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+==========================================================================
+The Irrlicht Engine SDK version 1.9
+==========================================================================
+
+ Welcome to the Irrlicht Engine SDK.
+
+ Content of this file:
+
+ 1. Directory Structure Overview
+ 2. How To Start
+ 3. Requirements
+ 4. Release Notes
+ 5. License
+ 6. Contact
+
+
+==========================================================================
+1. Directory Structure Overview
+==========================================================================
+
+ You will find some directories after uncompressing the archive of the
+ SDK. These are:
+
+ \bin The compiled library Irrlicht.DLL and some compiled demo
+ and example applications, just start them to see the
+ Irrlicht Engine in action. Windows only.
+ \doc Documentation of the Irrlicht Engine.
+ \examples Examples and tutorials showing how to use the engine with
+ C++.
+ \include Header files to include when programming with the engine.
+ \lib Libs to link with your programs when using the engine.
+ \media Graphics and sound resources for the demo applications and
+ examples.
+ \source The source code of the Irrlicht Engine. This code is
+ not needed to develop applications with the engine,
+ but it is included to enable recompilation and
+ debugging, if necessary.
+ \tools Useful tools (with sourcecode) for the engine.
+
+
+
+==========================================================================
+2. How to start
+==========================================================================
+
+ To see the engine in action in Windows, just go to the \bin\Win32-VisualStudio
+ directory, and start some applications. There should also be an
+ application named Demo.exe which should show the most
+ interesting features of Irrlicht.
+
+ To start developing own applications and games with the engine take
+ a look at the 01.HelloWorld example in the \examples directory.
+ There is also a .html file with a tutorial which should be
+ easily comprehensible.
+
+ The Irrlicht Engine is a static lib under linux. A precompiled version can be
+ generated from the sources using the Makefile in source/Irrlicht. Run 'make' in
+ that subfolder. After this you should be able to 'make' all
+ example applications in /examples by calling the buildAllExamples script. You
+ can run the examples then from the bin folder.
+
+ It is also possible to use Irrlicht as shared object
+ (libIrrlicht.so.versionNumber). Use the proper makefile target for this by
+ running 'make sharedlib' in the source folder. See the Makefile for details.
+
+ For OSX you can find an XCode project file in source/Irrlicht/MacOSX. This will
+ build the libIrrlicht.a library necessary to create the apps.
+
+==========================================================================
+3. Requirements
+==========================================================================
+
+ You can use one of the following compilers/IDEs to develop applications
+ with Irrlicht or recompile the engine. However, other compilers/IDEs may
+ work as well, we simply didn't test them.
+
+ * gcc 4.x
+ * Visual Studio 2010(10.0)-2013(12.0)
+ * Code::Blocks (& gcc or visual studio toolkit)
+
+ If you ever want to (re)compile the engine yourself (which means you don't
+ want to use the precompiled version) you need the following:
+
+ * Windows:
+ * Needed: PlatformSDK (which usually comes with all IDEs, download
+ it separately for MSVC Express 2005)
+ * Optional: DirectX SDK, for D3D9 support
+ * Optional: DirectX SDK prior to May 2006, for D3D8 support
+
+ * Linux:
+ * Needed: XServer with include files
+ * Optional: OpenGL headers and libraries (libGL.so) for OpenGL support
+ GLX +
+ XF86VidMode [package x11proto-xf86vidmode-dev] or XRandr
+ (X11 support libraries, the latter two for fullscreen mode)
+
+ * OSX:
+ * Needed: XCode and Cocoa framework
+ * Needed: OpenGL headers and libraries
+
+==========================================================================
+4. Release Notes
+==========================================================================
+
+ Informations about changes in this new version of the engine can be
+ found in changes.txt.
+
+ Please note that the textures, 3D models and levels are copyright
+ by their authors and not covered by the Irrlicht engine license.
+
+==========================================================================
+5. License
+==========================================================================
+
+ The license of the Irrlicht Engine is based on the zlib/libpng license.
+ Even though this license does not require you to mention that you are
+ using the Irrlicht Engine in your product, an acknowledgement
+ would be highly appreciated.
+
+ Please note that the Irrlicht Engine is based in part on the work of
+ the Independent JPEG Group, the zlib, and libpng. This means that if you use
+ the Irrlicht Engine in your product, you must acknowledge somewhere
+ in your documentation that you've used the IJG code and libpng. It would
+ also be nice to mention that you use the Irrlicht Engine and the zlib.
+ See the README files in the jpeglib and the zlib for
+ further informations.
+
+
+ The Irrlicht Engine License
+ ===========================
+
+ Copyright (C) 2002-2012 Nikolaus Gebhardt
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgement in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be clearly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+
+
+==========================================================================
+6. Contact
+==========================================================================
+
+ If you have problems, questions or suggestions, please visit the
+ official homepage of the Irrlicht Engine:
+
+ http://irrlicht.sourceforge.net
+
+ You will find forums, bugtrackers, patches, tutorials, and other stuff
+ which will help you out.
+
+ If want to contact the team of the engine, please send an email to
+ Nikolaus Gebhardt:
+
+ irrlicht@users.sourceforge.net
+
+ Please also not that parts of the engine have been written or contributed
+ by other people. Especially: (There are probably more people, sorry if I forgot one.
+ See http://irrlicht.sourceforge.net/author.html for more informations)
+
+ Christian Stehno (hybrid) Contribution Coordinator/Developer
+ Michael Zeilfelder (cutealien) Developer
+ Patryk Nadrowski (Nadro) Developer
+ Yoran Bosman (Yoran) Webserver administrator
+ Gareth Davidson (bitplane) Developer/ Forum admin
+ Thomas Alten (burningwater) Wrote the burningsvideo software rasterizer
+ Luke P. Hoschke (luke) Wrote the b3d loader, the new animation system, VBOs and other things
+ Colin MacDonald (rogerborg) All hands person
+ Ahmed Hilali (blindside) The shader and advanced effects man
+ Dean Wadsworth (varmint) OSX port maintainer and game developer
+ Alvaro F. Celis (afecelis) Lots of work in the community, for example video tutorials about Irrlicht, forum admin
+ John Goewert (Saigumi) Wrote some tutorials for the Irrlicht Engine and doing admin stuff
+ Jam Takes care of moderating the forums and keeps them clean from those evil spammers.
+
+ Many others (this list hasn't been updated in a while, but they are often mentioned in changes.txt)
+ Etienne Petitjean wrote the MacPort of the engine
+ Mark Jeacocke Wrote lots of helpful comments and ideas in the forums and per email.
+ Julio Gorgé Created the 'Unofficial DirectX 9.0 Driver for the Irrlicht Engine'
+ Andy Spurgeon Wrote the Dev-Cpp tutorial.
+ André Simon Wrote the Codewarrior tutorial.
+ KnightToFlight Created the unoffical terrain renderer addon for the Irrlicht Engine.
+ Jon Pry Wrote the code to load compressed TGA files.
+ Matthew Couch Wrote the tokamak integration tutorial.
+ Max Winkel Wrote the splitscreen tutorial.
+ Gorgon Zola Wrote the ODE integration tutorial.
+ Dean P. Macri Sent in code for curved surfaces and PCX Loading.
+ Sirshane Made several bug fixes, sent in code for making the mouse cursor invisible in Linux.
+ Matthias Gall Sent in code for a spline scene node animator and reported lots of bugs.
+ Mario Gruber Suggested triangle fan drawing and sent in code for this.
+ Ariaci Spotted out a bug in the ATI driver.
+ Dr Andros C Bragianos Improved texture mapping in cube scene node.
+ Philipp Dortmann Sent in code for stencil buffer support for OpenGL.
+ Jerome Nichols Created the Irrlicht/Ruby interface located at irr.rubyforge.org
+ Vash TheStampede Sent code for missing Draw2DLine() implementations
+ MattyBoy XBOX support suggestions
+ Oliver Klems createImageFromData() method suggestion/implementation
+ Jox really, really a lot of bug fixes, and the LMTS file loader
+ Zola Quaternion method additions
+ Tomasz Nowakowski various bug fixes
+ Nicholas Bray stencil shadow bug fixes with OpenGL
+ REAPER mouswheel events for scrollbar
+ Calimero various bug fixes like vector2d operators
+ Haddock bugfix in the linked list
+ G.o.D XML parser fix
+ Erik Zilli Translated some of the tutorials from my stuttering english into real english. :)
+ Martin Piskernig Linux bugfixing and testing
+ Soconne Wrote the original terrain renderer were Irrlichts terrain renderer of Irrlicht is based on it.
+ Spintz GeoMipMap scene node, terrain renderer of Irrlicht is based on it.
+ Murphy McCauley OCT file loader, MIM tools
+ Saurav Mohapatra IrrCSM, and lots of addons, suggestions and bug reports
+ Zhuck Dimitry My3D Tools
+ Terry Welsh Allowed me to use the textures of his 'Parallax Mapping with Offset Limiting' paper for the parallax demo of Irrlicht
+ rt Wrote the original .png loader for Irrlicht
+ Salvatore Russo Wrote the original .dmf loader for Irrlicht
+ Vox Various bug reports and fixes
+ atomice Contributed code for a ms3d loader enhancement
+ William Finlayson OpenGL RTT, GLSL support and the reflection 2 layer material for OpenGL.
+ Delight Various code contributions for Irrlicht.NET (particle system, basic shader support and more)
+ Michael Zoech Improved GLSL support
+ Jean-loup Gailly, Mark Adler Created the zlib and libpng
+ Guy Eric Schalnat, Andreas Dilger, Glenn Randers-Pehrson and others Created libpng
+ The Independent JPEG Group Created JPEG lib
+ Dr Brian Gladman AES Created aesGladman
+